Viewport and render artifact with distant objects
Internally, Blender uses floating-point numbers to represent vertex coordinates. Floating point numbers can represent a very wide range of values, but they grow increasingly imprecise at very large or very small scales. The Working Limits section of the Blender documentation gives some example precisions at various scales.
If you want to work with very large coordinate values, you can use the Unit Scale scene property to globally scale everything in the scene into the numerically stable range. Of course, this has the consequence of making smaller values less precise, so you ultimately just need to pick a scale and stick to it.